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Initial commit of Command & Conquer Renegade source code.
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Code/wwphys/visoptimizationcontext.h
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121
Code/wwphys/visoptimizationcontext.h
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/*
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** Command & Conquer Renegade(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program is free software: you can redistribute it and/or modify
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** it under the terms of the GNU General Public License as published by
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** the Free Software Foundation, either version 3 of the License, or
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** (at your option) any later version.
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**
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** This program is distributed in the hope that it will be useful,
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** but WITHOUT ANY WARRANTY; without even the implied warranty of
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** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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** GNU General Public License for more details.
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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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/***********************************************************************************************
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*** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
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***********************************************************************************************
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* *
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* Project Name : WWPhys *
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* *
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* $Archive:: /Commando/Code/wwphys/visoptimizationcontext.h $*
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* *
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* Original Author:: Greg Hjelstrom *
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* *
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* $Author:: Greg_h $*
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* *
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* $Modtime:: 8/04/00 6:32p $*
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* *
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* $Revision:: 4 $*
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* *
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*---------------------------------------------------------------------------------------------*
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* Functions: *
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* - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
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#ifndef VISOPTIMIZATIONCONTEXT_H
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#define VISOPTIMIZATIONCONTEXT_H
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#include "always.h"
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#include "vector.h"
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class PhysicsSceneClass;
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class VisTableMgrClass;
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class VisTableClass;
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class VisOptProgressClass;
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class DynamicAABTreeCullClass;
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/**
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** VisOptimizationContextClass
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** This class encapsulates information needed to optimize the precalculated visibility data
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** for a level. It is passed into the dynamic culling system for pruning the useless leaf
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** nodes. It also performs merging of both sector and object ids.
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*/
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class VisOptimizationContextClass
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{
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public:
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VisOptimizationContextClass(PhysicsSceneClass * scene,VisOptProgressClass & stats);
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~VisOptimizationContextClass(void);
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void Optimize(VisTableMgrClass * vismgr,DynamicAABTreeCullClass * dyn_obj_tree);
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VisOptProgressClass & Get_Progress_Object(void);
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float Compute_Sector_Table_Match_Fraction(int sector_id_0,int sector_id_1);
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float Compute_Object_Table_Match_Fraction(int object_id_0,int object_id_1);
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void Combine_Sector_Tables(int sector_id_0,int sector_id_1);
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void Combine_Object_Tables(int object_id_0,int object_id_1);
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int Get_Vis_Sector_Count(void);
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int Get_Vis_Object_Count(void);
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void Set_Dyn_Cell_Prune_Match_Fraction(float frac) { if ((frac >= 0.0f) && (frac <= 1.0f)) MinDynCellPruneMatchFraction = frac; }
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void Set_Vis_Object_Match_Fraction(float frac) { if ((frac >= 0.0f) && (frac <= 1.0f)) MinVisObjectMatchFraction = frac; }
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void Set_Vis_Sector_Match_Fraction(float frac) { if ((frac >= 0.0f) && (frac <= 1.0f)) MinVisSectorMatchFraction = frac; }
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float Get_Dyn_Cell_Prune_Match_Fraction(void) { return MinDynCellPruneMatchFraction; }
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float Get_Vis_Object_Match_Fraction(void) { return MinVisObjectMatchFraction; }
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float Get_Vis_Sector_Match_Fraction(void) { return MinVisSectorMatchFraction; }
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protected:
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void Build_Object_Tables(VisTableMgrClass * vismgr);
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void Combine_Redundant_Objects(void);
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void Build_Sector_Tables_From_Object_Tables(VisTableMgrClass * vismgr);
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void Combine_Redundant_Sectors(void);
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void Install_Results(VisTableMgrClass * vismgr);
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PhysicsSceneClass * Scene;
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struct PVSInfoStruct
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{
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PVSInfoStruct(void);
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~PVSInfoStruct(void);
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const PVSInfoStruct & operator = (const PVSInfoStruct & that);
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bool operator == (const PVSInfoStruct & that) { return false; }
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bool operator != (const PVSInfoStruct & that) { return true; }
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VisTableClass * Table;
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bool UnUsed;
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};
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float MinDynCellPruneMatchFraction;
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float MinVisObjectMatchFraction;
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float MinVisSectorMatchFraction;
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DynamicVectorClass<PVSInfoStruct> SectorTables; // PVS and info for each sector
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DynamicVectorClass<PVSInfoStruct> ObjectTables; // Sector visibility and info for each object
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VisOptProgressClass & Stats; // Progress and statistics tracker object.
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};
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#endif //VISOPTIMIZATIONCONTEXT_H
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